Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.

This commit is contained in:
ocornut
2020-10-12 17:34:22 +02:00
parent 041ef01b33
commit 124c2608f1
65 changed files with 265 additions and 261 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui: Platform Binding for SDL2
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
@@ -132,7 +132,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
g_Window = window;
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
@@ -343,7 +343,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;